Archived post by Wyeth

If you guys want my favorite trick for this, it’s to pack a bunch of quads into either a regular or random grid, with two of the points as black vertex color and two as white. The white ones pull towards a world space position, the black ones stay locked to their position Then UV map the “sea” of quads planar, and play a movie back on the material (or pan a fog texture, or whatever). You can even use the luminosity of the shader pixels to decide whether or not to collapse the quads to zero to reduce overdraw on dim parts of the projection. Throw in a little fresnel, use the spline thicken function to make the quads always face the camera… whatever. This trick makes elaborate godrays that either project to a source (think a movie projector) or follow the intricacies of a shader of light coming through a window, or bright crepuscular rays in the distance coming down from clouds. It looks dope and nobody ever uses it for anything 😃 We made movie projectors and hologram projectors with it on a couple different projects.

BTW if you do this on real 3d geometry using dot products (take the dot of a world space position and geo and collapse any facing geo to that point) you can make projected 3d rays that conform perfectly to the shape of the object and its shader, even as it animates. It’s the god tier feature to make holograms look awesome in realtime, and again I never see anyone use it.

Archived post by flight404

Here is Rich Lord’s awesome Vex/Vop math hip. Great for learning the ins and outs of orientation, quaternions, dihedral, etc: http://richardlord.tumblr.com/post/159277887181/ive-started-collecting-a-bunch-of-tricks-i-use-a

probalby grab it from there instead since I mightve made modifications by mistake

Archived post by lcrs

i was actually heading towards this but went a bit off-piste:

the key seems to be not fully undiverging the vel, to avoid the path to mushroom city? i failed horribly tryna do it with the smoke solver. also didn’t get far with Gas Enforce Boundary so just mult stuff down at the edge of the shape… finally it sources extra vel from the gradient of the ink field so the edges constantly push outwards

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20183804/15/18/Ls_semicompressible_ink2d.hiplc

Archived post by jake rice

Circle Packing stuff. @jamesowen sent me a stack exchange post on this effect, and i foolishly said it would be easy. 3 days later i finally got it working :3

good luck boyes, only works on h16.5 due to the edge transport node :3

Attachments in this post:
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20180603/19/18/unknown.png
http://fx-td.com/houdiniandchill/wp-content/uploads/discord/20180603/19/18/JR_CirclePack_Thingy_v004.hiplc